Tweaked fire rates of Enforcer, Shock Rifle, Ripper, Flak Cannon to be even closer to the originals.
Reduced gravity on Biosludge to make it feel more like the original. Buffed chainsaw altfire, making it hit fast on a wider arc. Correctly fixed armor + shield belt behaviors. Made it so jump boots drain after landing, thus preventing fall damage on the last jump in case it's enabled. Made jump boots drain slowly over time, for balance reasons (especially when jumping is disabled).
This commit is contained in:
parent
a9ef4344b4
commit
b5a0c723fe
8 changed files with 64 additions and 39 deletions
|
|
@ -85,7 +85,7 @@ Class BioSpark : Actor
|
|||
BounceFactor 0.5;
|
||||
WallBounceFactor 0.5;
|
||||
Gravity 0.2;
|
||||
Scale 0.04;
|
||||
Scale 0.06;
|
||||
}
|
||||
override void PostBeginPlay()
|
||||
{
|
||||
|
|
@ -218,7 +218,7 @@ Class BioGel : Actor
|
|||
override void PostBeginPlay()
|
||||
{
|
||||
Super.PostBeginPlay();
|
||||
vel.z += 6;
|
||||
vel.z += 3;
|
||||
deadtimer = -1;
|
||||
l = Spawn("BioLight",pos);
|
||||
l.target = self;
|
||||
|
|
@ -281,7 +281,9 @@ Class BioGel : Actor
|
|||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](1,3);
|
||||
let s = Spawn("BioSpark",pos);
|
||||
Vector3 spos = pos;
|
||||
if ( atplane == 1 ) spos += Normal*2;
|
||||
let s = Spawn("BioSpark",spos);
|
||||
s.vel = pvel;
|
||||
}
|
||||
}
|
||||
|
|
@ -442,6 +444,7 @@ Class BioGel : Actor
|
|||
Scale 2;
|
||||
Speed 18;
|
||||
ProjectileKickback 120;
|
||||
Gravity 0.5;
|
||||
PROJECTILE;
|
||||
-NOGRAVITY;
|
||||
+SKYEXPLODE;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue